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Gloomspite GitzScaremonger
5"
4
5+
5
WARSCROLL

Scaremonger

The Scaremonger capers and hoots from behind his terrifying Glareface mask. Riding upon the grot-borne skull of a Cave Squig representing the immolated godbeast Boingob, he puts the fear of the Moonclan bogeyman into the Gloomspite hordes.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Boingob’s Tusks and Fangs1"44+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 240
Battlefield Role: None
Notes: Brewgit, Spiker, Boggleye, Shroomancer and Scaremonger must be taken as a set for a total of 240 points. Although taken as a set, each is a separate unit.

DESCRIPTION

A Scaremonger is a single model armed with Boingob’s Tusks and Fangs.

ABILITIES

Hallucinogenic Fungus Brews: Gobbapalooza shamans drink long draughts of hallucinogenic fungus brew before the battle begins, making them almost impervious to pain. However, as the battle progresses the effects start to wear off.
In the first battle round, add 2 to save rolls for attacks that target this model. In the second battle round, add 1 to save rolls for attacks that target this model.

Bogeyman: The Scaremonger generates palpable waves of fear that scare nearby grots into fighting with renewed vigour.
In your hero phase, you can make a Gobbapalooza Know-wotz roll for this model. If you do so, roll a dice. On a 3+ pick 1 friendly MOONCLAN GROT unit wholly within 18" of this model that is visible to them. You can re-roll charge rolls and run rolls for that unit until your next hero phase.

Slippery Git: Gobbapalooza shamans seek to put as many of their fellow grots between themselves and incoming enemy fire as possible.
Subtract 1 from hit rolls for attacks made with missile weapons that target this model while it is within 3" of a friendly MOONCLAN unit with 3 or more models.

KEYWORDS
DESTRUCTION, GROT, GLOOMSPITE GITZ, MOONCLAN, GOBBAPALOOZA, SCAREMONGER
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The MOONCLAN and GROT keywords are used in following Gloomspite Gitz warscrolls:

None
• Brewgit
• Spiker
Battleline
• Shootas
• Stabbas
Leader
• Zarbag
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

The GOBBAPALOOZA keyword is used in following Gloomspite Gitz warscrolls:

None
• Brewgit
• Spiker

The GROT keyword is used in following Gloomspite Gitz warscrolls:

The MOONCLAN keyword is used in following Gloomspite Gitz warscrolls:

© Vyacheslav Maltsev 2013-2019